Apple2o
Apple2o
About
- Username
- Apple2o
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
And tbh the new badham maps are even worse than the original, which I didn't even think was possible. With some bad RNG there's a pallet every couple feet along with the god window and insane loops at the school itself, then toss in some balanced landing BS at the buildings for good measure and you have a real nightmare of a map for most killers.
-
It's not even that bad as spirit TBH, no map is. She is just that strong. But when I see the haddo offering I just hard camp as killer, pretty simple.
If you get someone down with 4-5 gens left you can easily sacrifice 2-3 gens to secure the kill, then get another one with NOED for the 2k draw. Maybe things go well and you can still 3-4k; but it's a stretch if multiple people are running balanced landing and know how to use it.
-
Cmon killers, you know it's SWF when the entire lobby joins at once. When I see the entire lobby join at once and like 2 of them have medkits? Yeah it's SWF on comms with instaheals.
This is when the mori's come out.
-
To reveal him you need to have LOS (i.e. can't reveal him when you are behind a wall) and then need to center the camera on him for a few seconds.
Generally it's best to treat him like myers and just hide, since once he knows where you are he can usually peek stalk you to full and there's nothing you can do about that really. You can't break him out if he is crouching behind a corner and you can only see his face.
I always run spine chill so ghost face ambushes have never been a problem for me, I feel blind without that perk.
-
Camping is a pretty crucial strategy at red ranks if you want to 3-4k every game and want to play m1 killers. First survivor you run into is good at looping and is next to a slew of safe pallets? Yeah, it's probably camp or lose.
It's rarely worth it to camp someone for the full two minutes but going back to the hook to ensure they hit stage two or camp them from stage 2 to dead? Very worth it a lot of the time. Getting someone out of the game early is one of the best ways to win in the game.
-
I almost don't believe anyone saying they are a red rank killer and saying DS is fine. Maybe if they are playing the OP killers like spirit/nurse where it literally doesn't matter because you can afford to eat them and just down the survivor again anyways 20 seconds later. But it's pretty crippling to eat a random DS like 50 seconds after an unhook if you are playing a killer who has to put in work for your downs; especially at red ranks where the games can be like 4-5m long and you are on some lousy map like blood lodge and not using the crutch of spirit fury.
5 minute games and each survivor is supposed to be untouchable for 2 minutes of that? Give me a break.
-
I always run spine chill so there are basically no jump scares for me. The only time it's scary to me is when it's down to the last survivor or two or when you are on your last hook.
-
I don't see how it's any more OP during a 3 gen situation than pop. If there's 4 survivors up the killer is still done for if they are good. And if you are proccing it multiple times on the same gen (i.e. downing 2 survivors) the game is over anyways. Survivors should be punished for a 3 gen anyways.
-
@BlueFang said:
https://forum.deadbydaylight.com/en/discussion/comment/667301#Comment_667301
P3 Immersed Claudettes be like
Massive buff to key users, which is great cause the key was already OP. New immersive key meta gonna be left behind + fixated im calling it now.
-
@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/605645#Comment_605645
so because i think the nurse is too strong I suddenly am ok with iri heads?
I think SWF with keys are fine because they still have to do gens to be able to use it, the amount of times I've chased some SWFs trying to use key, and they use their key, I close it and kill the rest has been pretty high.
Talk to me about insta heals, those things are BS. lmao
oh look, I agree with you on some things and disagree about others, It's almost like I have issues with some parts of the game that you don't, that's what an opinion is called.
They must not be very good SWF groups if they are opening the hatch without all members right there. SWF can be a real problem if they are all on coms and there is someone running object calling out your location the entire game. At least, a problem if you are not nurse or spirit; who basically don't care about loops or SWF.
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/598153#Comment_598153
This is PvP. Your opponent doesn't give a ######### if you think they're skilled or not. The fact that you lost already objectively proves you're worse than they are.
I disagree, the best killers and streamers almost never tunnel and camp. They win with solid 10-12 hook games. If you can't catch someone 3 times they are probably better than you. There is nothing better than moonwalking backwards around a loop to cut someone off and completely outplaying them for an easy down. That is skill; camping is not. Sorry.
-
@Shaped said:
I decided to play Spirit until we got more viable killers. Love Myers still and I can do well in red ranks but when there is a 4man experienced swf you don't stand a chance no matter how you play. Even if I lose with Spirit I can consider that my fault.
Myers is completely viable at red ranks. I play him the most of all the killers and even against a swf stack you might not 4k but will def get a few kills. I run play with your food and also really like pop goes the weasel; since once you power up to 99% and play with your food 3 you get a bunch of super easy instadowns and then can run around deleting everyones gens.
-
@JoannaVO said:
https://forum.deadbydaylight.com/en/discussion/comment/592439#Comment_592439
Using a effective strategy suddenly means you're not good at the game? I'm not seeing your logic.
Going chase to chase and being able to rapidly down new survivors means you are better than them. Killing people on their first hook or proxy camping them down doesn't really prove much. Now I love playing a campy basement hag game; but no it doesn't take too much skill to do.
-
@Benzinjiq said:
How about we ever so slightly change the survivor from holding m1 to running in circles to something more interesting amd perhaps even require skill?
Of course lets butcher the only killer playable in red ranks
Looping for long periods of time requires skill. And if you are getting looped for minutes at a time you are just getting outplayed, plain and simple.
And I see way more huntress than nurse at red ranks. A few billies, and plenty of spirit; but those take way more skill than nurse to 4k with.
-
It is honestly better to just uncrouch and normally smack a survivor you snuck up on in 90% of situations anyways.
The "ambush" is mainly used at loops for me.
-
@[Deleted User] said:
The core mechanical problem for killers in this game is that survivors are completely healthy and efficient in terms of generator repair unless they are on a hook for the 3rd time. The first and second hooks don't matter. Additionally, generators go faster as the game goes on at higher ranks because then multiple survivors work on the same gen. So if you didn't get multiple hooks when there were 5 or 4 generators left, nothing you do when there are 3 or fewer generators left will typically matter. You just don't have time to get hooks 1-3 on more than one survivor with 3 gens left and 4 survivors alive. I run Ruin on most killers to ensure that the last 60% of the trial isn't pointless. I'm not saying wins and losses shouldn't be based on performance, but so often the games are decided in the first 80 seconds.
The highest tier killers don't need ruin because they slow the game down by killing everyone so fast. At red ranks I would say you need to be downing someone every 30-40 seconds which is completely possible with nurse, spirit, or billy.
I don't understand what you mean by "the first hooks don't matter" because it wastes others survivors time to save and heal them. Especially against uncoordinated solo Q players where you might have all 3 of them off gens to save 1 person.
I don't notice any increase in multiple people on the same gen at red ranks, it is faster for all survivors to work on their own gens. Discordance is also a thing.
-
@Stabbicus said:
https://forum.deadbydaylight.com/en/discussion/comment/589569#Comment_589569
Nurse has counterplay.
It's just not the same counterplay as every other Killer, and Survivors don't want to have to adapt, so they scream for nerfs.
They don't want to have to think 'What Killer am I facing?', they just want to have 4 Perks that counter 100% of Killers, and one set method to win 100% of matches.
Tell me what it is? Once you have the blinks down it's pretty damn hard to miss. And even if you do, it's only a few seconds before you get to try again.
It doesn't matter that it takes a while to learn her, because once you do it's busted. She's op without any add-ons.
Stealth is irrelevant half the time because you can blink into visual range of the gens from outside the terror radius if you know how to play; especially if you run monitor.
All I see are killers defending nurse who probably rely on her for thier ranks because they are bad at mindgames and looping; which are the actual skillful mechanics of this game.
-
I play red ranks on both killer and survivor (but am a killer main) and nurse is broke as hell. "Just use stealth" doesn't work when she can blink onto gens from outside her terror radius.
Things like corrupt intervention are also insanely strong on her. Then once she sees you there is about 0 counterplay to a good nurse unless you happen to be near some godly objects.
-
It never used to do that before the DS change? Once your obsession is dead the perk gets turned off if the obsession changes. If that is intended it's terrible.
Id say roughly a fourth of survivors above rank 10 run DS and in red / purple ranks it's not uncommon for 100% of survivors to be running it in my lobbies.
There is literally no reason to run this over another gen protecting perk that will guaranteed slow the progress down and not arbitrarily be turned off after the relatively lengthy prerequisite of finding and killing a specific survivor.
-
@Rasinbran said:
Ruin is just a lazy way to defend the generators, my opinion is if you can't play without it you aren't as good as you think.
It is basically required at red ranks if you are playing a killer who can be looped. The gens just explode when you have 3-4 competent survivors in the game; there isn't really a good answer to 4 toolbox lobbies beyond ruin. And even then at high ranks people plow through it regardless. My ruin typically lasts me until my first hook and I consider that a "good trade" most of the time. Otherwise, in the 40 or so seconds it takes to find and down someone you are liable to lose 2 gens for your first hook at the start of the game.
-
@HorsePower said:
https://forum.deadbydaylight.com/en/discussion/comment/562413#Comment_562413
No, Perks should never be the answer when it comes to counterplay. Vanilla gameplay should.
That is a dumb argument. The game gives you perks to use for a reason. In fact, all the perks have been buffed at low ranks and are so readily availible that you can basically assume everyone will have 4 perks at all times.
Run iron will or spine chill if you have that many problems facing a spirit. There's perks that just straight up counter killers powers ( calm spirit / doctor) in the game already so I don't see why this is any different.